/Engine/Plugins/Editor/UVEditor/Source/UVEditor/Public/UVEditorMode.h
The UV editor mode is the mode used in the UV asset editor. It holds most of the inter-tool state. We put things in a mode instead of directly into the asset editor in case we want to someday use the mode in multiple asset editors.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UUVEditorMode : public [UEdMode](API\Editor\UnrealEd\Tools\UEdMode)
TArray<TShared...
AppliedCanonicalMeshes
1:1 with the asset arrays.
TArray<TObject...
AppliedPreviews
1:1 with AppliedCanonicalMeshes, the actual displayed 3d meshes that can be used by tools for background computations.
TArray<FString...
AssetNames
1:1 with ToolTargets, indexed by AssetID
TObjectPtr<UUV...
BackgroundVisualization
We don't actually override MouseEnter, etc, because things get forwarded to the input router viaFEditorModeTools, and we don't have any additional input handling to do at the mode level.
FDelegateHandle
BeginPIEDelegateHandle
bool
bIsActive
bool
bPIEModeActive
Holds references to PIE callbacks to handle logic when the PIE session starts & shuts down.
FDelegateHandle
CancelPIEDelegateHandle
TArray<TWeakOb...
ContextsToShutdown
TArray<TWeakOb...
ContextsToUpdateOnToolEnd
FString
DefaultToolIdentifier
TObjectPtr<UUV...
DistortionVisualization
FDelegateHandle
EndPIEDelegateHandle
TWeakObjectPtr<...
LivePreviewITC
Used to forward Render/DrawHUD calls in the live preview to the api object.
TObjectPtr<UWo...
LivePreviewWorld
Here largely for convenience to avoid having to pass it around functions.
TSet< int32 >
ModifiedAssetIDs
Authoritative list of targets that have changes that have not been baked back yet.
TArray<TObject...
OriginalObjectsToEdit
Stores original input objects, for instanceUStaticMeshpointers.
TArray< int32 >
PendingUVLayerIndex
FDelegateHandle
PostSaveWorldDelegateHandle
Holds references to Save callbacks to handle logic when the autosave triggers and shuts down active tools.
TArray<TObject...
PropertyObjectsToTick
Mode-level property objects (visible or not) that get ticked.
TArray<TObject...
RegisteredActions
TObjectPtr<UUV...
SelectionAPI
TArray<TObject...
ToolInputObjects
Input objects we give to the tools, one per displayed UV layer.
TArray<TObject...
ToolTargets
Tool targets created from OriginalObjectsToEdit (and 1:1 with that array) that provide us with dynamic meshes whose UV layers we unwrap.
TArray< FTransf...
Transforms
Transforms that should be used for the 3d previews, 1:1 with OriginalObjectsToEdit and ToolTargets.
int32
UDIMsChangedWatcherId
TObjectPtr<UUV...
UVEditorGridProperties
Hold a settings object to configure the grid.
TObjectPtr<UUV...
UVEditorUDIMProperties
Hold a settings object to configure the UDIMs.
TArray<TWeakOb...
WireframesToTick
Wireframes have to get ticked to be able to respond to setting changes.